Vlad

Adventure Date: July 3, 2021
Last Updated: February 4, 2023

Campaign: 	Tablets of the Old Ones - Chapter 1
class:		Fighter				species:	human (Rashemi)		
level:		1				alignment:	chaotic good
xp:		0				deity:		
Background: 	urchin				Home Region: 	

size: medium	age:	20	gender:	male	height:	5'6"	
eyes: blue	hair:	blue	skin:	white	weight:	130 lbs
				
Languages:	common, dwarvish

			hp =			HD: 
====================================================================================
STR:	16	+3	HP: 	12	Healing HD:	1d10	 inspiration = 
DEX:	14	+2	AC:	16				
CON:	14	+2	= 12    + 2      + 2   + 0    	+ 0 
INT:	10	+0	  armor + shield + dex + magic 	+ misc
WIS:	12	+1	AC other: 16
CHA:	 8	-1					Initiative:	+2.14
			Speed:	30 ft			Proficiency:	+2

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SAVES		Total	= base	+prof	+magic	+misc
STR:		+5	= +3	+2	
DEX:		+2	= +2	+0	
CON:		+4	= +2	+2	
INT:		+0	= +0	+0	
WIS:		+1	= +1	+0	
CHA:		-1	= -1	+0	

- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity 
  saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to
  take only half damage, you can use your reaction to take no damage if you succeed on
  the saving throw, interposing your shield between yourself and the source of the effect.

====================================================================================
Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
spear, 1 hand		+5	1d6+5		piercing
spear, 2 hands		+5	1d8+3		piercing		versatile
spear, thrown		+5	1d6+3		piercing	20/60	thrown
hand axe		+5	1d6+5		slashing		light
hand axe, thrown	+5	1d6+3		slashing	20/60	light, thrown
longbow			+4	1d8+2		piercing	150/600	ammunition, heavy, two-handed

- after Attack action on your turn, use a bonus action to try to shove a creature 
  within 5 feet of you with your shield.


====================================================================================
TOTAL	SKILLS: 		Ability	Mod	Prof	Misc	
+2	acrobatics		DEX	+2			
+1	animal handling		WIS	+1			
+0	arcana			INT	+0			
+5	*athletics		STR	+3	+2		
-1	deception		CHA	-1			
+0	history			INT	+0			
+1	insight			WIS	+1			
-1	intimidation		CHA	-1			
+0	investigation		INT	+0			
+1	medicine		WIS	+1			
+0	nature			INT	+0				
+3	*perception		WIS	+1	+2				
-1	performance		CHA	-1			
-1	persuasion		CHA	-1				
+0	religion		INT	+0				
+4	*sleight of hand	DEX	+2	+2		
+4	*stealth		DEX	+2	+2			
+3	*survival		WIS	+1	+2		
+2	tool-disguise kit			+2
+2	tool-thieves' tools			+2


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SPECIAL ABILITIES / FEATS
Armor: 		All armor, shields
Weapons:	Simple weapons, martial weapons
Tools:		disguise kit, thieves' tools

SPECIES: HUMAN
Languages. 
- You can speak, read, and write Common and one extra language (dwarvish).
Ability Score Increase. Two different ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice (perception).
Feat. You gain one feat of your choice - Shield Master


BACKGROUND: URCHIN
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves' tools

CLASS: FIGHTER
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, 
	Insight, Intimidation, Perception, and Survival (Athletics, Survival)
Fighting Style: Dueling
- When you are wielding a melee weapon in one hand and no other weapons, 
  you gain a +2 bonus to damage rolls with that weapon
Second Wind:
- On your turn, you can use a bonus action to regain hit points equal to 
  1dl0 + your fighter level = 1d10+1. 
- you must finish a short or long rest before you can use it again.


FEAT
Shield Master (human bonus feat)
- after Attack action on your turn, use a bonus action to try to shove a creature 
  within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity 
  saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to
  take only half damage, you can use your reaction to take no damage if you succeed on
  the saving throw, interposing your shield between yourself and the source of the effect.


==============================================================================
GEAR	Total WT= 29 + 76 = 105 lbs
	load: STR x 15 = 240 lbs	push/drag/lift: STR x 30 = 480 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0)

WT	Item
---	---------------------
0	common clothes
13	studded leather armor
6	shield

3	spear
2	longbow
1	quiver
1	arrows = x20
2	handaxe 

1	thieves' tools

5	- backpack
5		- crowbar
3		- hammer
2.5		- pitons = x10
10		- 50 ft hempen rope
1		- tinderbox
10		- torches = x10
20		- rations (days) = x10
1		- waterskin
7		- bedroll
1		- mess kit
2		- hooded lantern
4		- oil = x6
0.5		- steel mirror

1	pouch 
3	- coins 


==============================================================================
TREASURE		store credit = 0 gp
pp = 	 5	
gp = 	63		
sp = 	22	
cp = 	20			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: